![]() Overall, the amount of data being passed down to the client is very small during replay because all the graphics and visuals are already in the game-client. as well as the players' movements and game actions, and combat actions and results. ![]() replay file identifies which client version was in use when the battle was originally fought, and the server-side files identify the map version, vehicle builds for both teams etc. They are "identity" files that then run the all-players commands from the battle re-simulator on the server (which are also used for resolving player disputes, cheat reports, vehicle assessment for rebalancing, etc.) In all 5 games by 3 different publishers, the replay files are just a few MB in size and quite obviously do not contain the visual recording for playback in a multimedia player. I play WoT & WoWS & WoWP & WT & AW and record all battles using the in-client battle replay recorder. I think you are both on-track and off the track here. Most likely, MWO replays would end up even bigger yet with so many independent weapons, criticals, customizable mechs, etc. You can assume that a replay from MWO would be at least 50% bigger than WoT, since it's mostly vectors and their changes that make up a replay file. ![]() WoT and any modern RTS are isometric 3D, which have way different stuff going on as opposed to a first-person shooter. They are asking for an event-driven recording that lets the game play back a match, kind of like how a player piano plays key presses. Most people are missing the meaning of what the OP is asking for.
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